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Buhagiar, Tarek; Leo, Christopher – Journal of Instructional Pedagogies, 2018
This study investigates whether there is a difference in academic performance between students who access supplemental material through gamification versus students who do not. The study focuses on students in the College of Business Administration in a large (60,000 students) urban university, enrolled in two sections of a core course for the…
Descriptors: Educational Games, Academic Achievement, Student Improvement, Outcomes of Education
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Hamlen, Karla R. – Journal of Educational Computing Research, 2018
Video game play is a pervasive recreational activity, particularly among college students. While there is a large research base focused on educational video game play and uses of games in the classroom, there is much less research focused on cognitive strategies and entertainment video game play. The purpose of this study was to investigate…
Descriptors: Problem Solving, Video Games, Educational Games, Undergraduate Students
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Malaquias, Rodrigo Fernandes; Malaquias, Fernanda Francielle de Oliveira; Borges, Dermeval M., Jr.; Zambra, Pablo – Turkish Online Journal of Distance Education, 2018
The literature on serious games (SGs) indicates that they are very useful tools to improve the teaching/learning process. In this paper, we analyze some potential benefits of a SG on academic performance of undergraduate accounting students. The database is comprised of scores obtained by students during an undergraduate discipline related with…
Descriptors: Academic Achievement, Undergraduate Students, Accounting, Educational Games
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Wen, Cai-Ting; Chang, Chia-Jung; Chang, Ming-Hua; Fan Chiang, Shih-Hsun; Liu, Chen-Chung; Hwang, Fu-Kwun; Tsai, Chin-Chung – Instructional Science: An International Journal of the Learning Sciences, 2018
This study investigated students' modeling progress and strategies in a problem-solving simulation game through content analysis, and through supervised and unsupervised lag sequential analysis (LSA). Multiple data sources, including self-report models and activity logs, were collected from 25 senior high school students. The results of the…
Descriptors: Educational Games, Simulation, Problem Solving, Models
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Tañedo, Victor Patrick; De Vera, Jose Alfredo, III – Journal of Science and Mathematics Education in Southeast Asia, 2018
Purpose: This study aimed to create a mobile serious game that incorporates a learning framework, particularly collaborative learning theory, to develop students' computational thinking skills. Methodology: Based on the framework of Brennan and Resnick, an adaptation was made within the context of a mobile serious game mapping the different…
Descriptors: Computation, Thinking Skills, Cooperative Learning, Educational Games
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El Kah, Anoual; Lakhouaja, Abdelhak – Education and Information Technologies, 2018
Since the early stages of schooling, many children are exposed to different learning disabilities, usually manifest as dyslexia, dysgraphia, and dyscalculia. Those disabilities impact on the normal academic achievement of the child and may even affect its social life. Learning disorders have neurobiological origins and are often inherited…
Descriptors: Educational Games, Dyslexia, Learning Disabilities, Early Intervention
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Nieh, Hsi-Ping; Wu, Wen-Chi – Journal of School Health, 2018
Background: We examined the effects of the Galaxy Rescuers game, a collaborative board game on schoolchildren's bullying intervention. Methods: We conducted a group-randomized controlled trial. We recruited 328 fifth graders at an elementary school in northern Taiwan. The study took place in fall 2015 over a 7-week period. We used the generalized…
Descriptors: Educational Games, Bullying, Program Effectiveness, Grade 5
Melcer, Edward F. – ProQuest LLC, 2018
Embodiment is a concept that has gained widespread usage within the Human-Computer Interaction (HCI) community in recent years. In a general sense, embodiment is the notion that cognition arises not just from the mind, but also through our bodies' physical and social interactions with the world around us. HCI has employed this body-centric…
Descriptors: Educational Technology, Human Body, Design, Man Machine Systems
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Pardoel, Bart; Papadima-Sophocleous, Salomi; Athanasiou, Androulla – Research-publishing.net, 2018
This paper contributes to a better understanding of the affordances of gamification in Foreign or Second Language (FL/L2) education, specifically in the context of a secondary school. An Exploratory Research (ER) was conducted, aiming to examine how gamification affects secondary school learners' experience in the FL/L2 classroom. A six-week…
Descriptors: Second Language Instruction, Secondary School Students, Educational Games, Educational Technology
Jamie J. Jirout; Corinne A. Holmes; Kizzann Ashana Ramsook; Nora S. Newcombe – Grantee Submission, 2018
Spatial skills are consistently linked to mathematical reasoning, and are sensitive to intervention. One important spatial skill is spatial scaling. We evaluated whether (1) a playful scaling game might promote learning by providing feedback during play, and (2) spatial scaling is related to number-line estimation based on the mutual reliance on…
Descriptors: Spatial Ability, Feedback (Response), Educational Games, Scaling
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Jamie J. Jirout; Corinne A. Holmes; Kizzann Ashana Ramsook; Nora S. Newcombe – Mind, Brain, and Education, 2018
Spatial skills are consistently linked to mathematical reasoning, and are sensitive to intervention. One important spatial skill is spatial scaling. We evaluated whether (1) a playful scaling game might promote learning by providing feedback during play, and (2) spatial scaling is related to number-line estimation (NLE) based on the mutual…
Descriptors: Spatial Ability, Feedback (Response), Educational Games, Scaling
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Hébert, Cristyne; Jenson, Jennifer; Terzopoulos, Tatyana – E-Learning and Digital Media, 2021
In this article, we report on a study of 32 teachers and their implementation of a digital game designed to support the human and physical geography curriculum in grades 7 and 8 in the province of Ontario, Canada. The purpose of the paper is to analyze and robustly represent the experiences of teachers who participated in the study, most of whom…
Descriptors: Foreign Countries, Access to Computers, Educational Technology, Technology Uses in Education
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Malegiannaki, Irini; Daradoumis, Thanasis; Retalis, Symeon – International Journal of Game-Based Learning, 2021
Serious games are used in the field of cultural heritage as a means to transmit cultural knowledge and enable an experiential contact with cultural content. The authors' aim is to investigate whether a game design exploiting the less used combination of complex storytelling, endogenous cooperation, and competition has the potential to sufficiently…
Descriptors: Story Telling, Educational Games, Game Based Learning, Nonformal Education
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Reynolds, Barry Lee; Kao, Chian-Wen – Computer Assisted Language Learning, 2021
Feedback researchers have given little attention to how administration of language-focused instruction before writing in a second language combined with subsequent error correction after writing can affect the grammatical accuracy of learners' future writing. Moreover, the mode of the instruction (i.e., teacher instruction or game-based…
Descriptors: Instructional Effectiveness, Direct Instruction, Second Language Instruction, Second Language Learning
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Serra, Judit; Gilabert, Roger – British Journal of Educational Technology, 2021
Recent years have seen a surge of calls for personalization of education. Automatised adaptivity in serious games has been advocated as a potential instantiation of such calls. Yet little is known about the extent to which personalised learning through automatised adaptivity poses an advantage for language learning over generalised teacher-led…
Descriptors: Educational Games, Computer Games, Second Language Instruction, English (Second Language)
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